💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2023 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "render/passes/sky-pass.hpp"
  20. #include "resources/resource-manager.hpp"
  21. #include "gl/rasterizer.hpp"
  22. #include "gl/framebuffer.hpp"
  23. #include "gl/shader-program.hpp"
  24. #include "gl/shader-input.hpp"
  25. #include "gl/vertex-buffer.hpp"
  26. #include "gl/vertex-array.hpp"
  27. #include "gl/vertex-attribute.hpp"
  28. #include "gl/drawing-mode.hpp"
  29. #include "gl/texture-2d.hpp"
  30. #include "gl/texture-wrapping.hpp"
  31. #include "gl/texture-filter.hpp"
  32. #include "render/vertex-attribute.hpp"
  33. #include "render/context.hpp"
  34. #include "render/model.hpp"
  35. #include "render/material.hpp"
  36. #include "scene/camera.hpp"
  37. #include "utility/fundamental-types.hpp"
  38. #include "color/color.hpp"
  39. #include "math/interpolation.hpp"
  40. #include "geom/cartesian.hpp"
  41. #include "geom/spherical.hpp"
  42. #include "physics/orbit/orbit.hpp"
  43. #include "physics/light/photometry.hpp"
  44. #include <cmath>
  45. #include <stdexcept>
  46. #include <glad/glad.h>
  47. namespace render {
  48. sky_pass::sky_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
  49. pass(rasterizer, framebuffer),
  50. mouse_position({0.0f, 0.0f}),
  51. sky_model(nullptr),
  52. sky_material(nullptr),
  53. sky_model_vao(nullptr),
  54. sky_shader_program(nullptr),
  55. moon_model(nullptr),
  56. moon_model_vao(nullptr),
  57. moon_material(nullptr),
  58. moon_shader_program(nullptr),
  59. stars_model(nullptr),
  60. stars_model_vao(nullptr),
  61. star_material(nullptr),
  62. star_shader_program(nullptr),
  63. observer_position_tween({0, 0, 0}, math::lerp<float3, float>),
  64. sun_position_tween(float3{1.0f, 0.0f, 0.0f}, math::lerp<float3, float>),
  65. sun_luminance_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp<float3, float>),
  66. sun_illuminance_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp<float3, float>),
  67. icrf_to_eus_translation({0, 0, 0}, math::lerp<float3, float>),
  68. icrf_to_eus_rotation(math::quaternion<float>::identity(), math::nlerp<float>),
  69. moon_position_tween(float3{0, 0, 0}, math::lerp<float3, float>),
  70. moon_rotation_tween(math::quaternion<float>::identity(), math::nlerp<float>),
  71. moon_angular_radius_tween(0.0f, math::lerp<float, float>),
  72. moon_sunlight_direction_tween(float3{0, 0, 0}, math::lerp<float3, float>),
  73. moon_sunlight_illuminance_tween(float3{0, 0, 0}, math::lerp<float3, float>),
  74. moon_planetlight_direction_tween(float3{0, 0, 0}, math::lerp<float3, float>),
  75. moon_planetlight_illuminance_tween(float3{0, 0, 0}, math::lerp<float3, float>),
  76. moon_illuminance_tween(float3{0.0f, 0.0f, 0.0f}, math::lerp<float3, float>),
  77. render_transmittance_lut(false),
  78. magnification(1.0f)
  79. {
  80. // Build quad VBO and VAO
  81. const float quad_vertex_data[] =
  82. {
  83. -1.0f, 1.0f, 0.0f,
  84. -1.0f, -1.0f, 0.0f,
  85. 1.0f, 1.0f, 0.0f,
  86. 1.0f, 1.0f, 0.0f,
  87. -1.0f, -1.0f, 0.0f,
  88. 1.0f, -1.0f, 0.0f
  89. };
  90. std::size_t quad_vertex_size = 3;
  91. std::size_t quad_vertex_stride = sizeof(float) * quad_vertex_size;
  92. std::size_t quad_vertex_count = 6;
  93. quad_vbo = new gl::vertex_buffer(sizeof(float) * quad_vertex_size * quad_vertex_count, quad_vertex_data);
  94. quad_vao = new gl::vertex_array();
  95. gl::vertex_attribute quad_position_attribute;
  96. quad_position_attribute.buffer = quad_vbo;
  97. quad_position_attribute.offset = 0;
  98. quad_position_attribute.stride = quad_vertex_stride;
  99. quad_position_attribute.type = gl::vertex_attribute_type::float_32;
  100. quad_position_attribute.components = 3;
  101. quad_vao->bind(render::vertex_attribute::position, quad_position_attribute);
  102. // Create transmittance LUT texture and framebuffer (32F color, no depth)
  103. transmittance_lut_texture = new gl::texture_2d(256, 64, gl::pixel_type::float_32, gl::pixel_format::rgb);
  104. transmittance_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
  105. transmittance_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
  106. transmittance_lut_texture->set_max_anisotropy(0.0f);
  107. transmittance_lut_framebuffer = new gl::framebuffer({transmittance_lut_texture->get_width(), transmittance_lut_texture->get_height()});
  108. transmittance_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, transmittance_lut_texture);
  109. transmittance_lut_resolution = {static_cast<float>(transmittance_lut_texture->get_width()), static_cast<float>(transmittance_lut_texture->get_height())};
  110. // Load transmittance LUT shader template
  111. transmittance_shader_template = resource_manager->load<render::shader_template>("transmittance-lut.glsl");
  112. // Build transmittance LUT shader program
  113. transmittance_shader_program = transmittance_shader_template->build();
  114. transmittance_atmosphere_radii_input = transmittance_shader_program->get_input("atmosphere_radii");
  115. transmittance_rayleigh_parameters_input = transmittance_shader_program->get_input("rayleigh_parameters");
  116. transmittance_mie_parameters_input = transmittance_shader_program->get_input("mie_parameters");
  117. transmittance_ozone_distribution_input = transmittance_shader_program->get_input("ozone_distribution");
  118. transmittance_ozone_absorption_input = transmittance_shader_program->get_input("ozone_absorption");
  119. transmittance_resolution_input = transmittance_shader_program->get_input("resolution");
  120. // Create sky LUT texture and framebuffer (32F color, no depth)
  121. int sky_lut_width = 200;
  122. int sky_lut_height = 100;
  123. sky_lut_resolution = {static_cast<float>(sky_lut_width), static_cast<float>(sky_lut_height)};
  124. sky_lut_texture = new gl::texture_2d(sky_lut_width, sky_lut_height, gl::pixel_type::float_32, gl::pixel_format::rgb);
  125. sky_lut_texture->set_wrapping(gl::texture_wrapping::extend, gl::texture_wrapping::extend);
  126. sky_lut_texture->set_filters(gl::texture_min_filter::linear, gl::texture_mag_filter::linear);
  127. sky_lut_texture->set_max_anisotropy(0.0f);
  128. sky_lut_framebuffer = new gl::framebuffer(sky_lut_width, sky_lut_height);
  129. sky_lut_framebuffer->attach(gl::framebuffer_attachment_type::color, sky_lut_texture);
  130. // Load sky LUT shader template
  131. sky_lut_shader_template = resource_manager->load<render::shader_template>("sky-illuminance-lut.glsl");
  132. // Build sky LUT shader program
  133. sky_lut_shader_program = sky_lut_shader_template->build();
  134. sky_lut_light_direction_input = sky_lut_shader_program->get_input("light_direction");
  135. sky_lut_light_illuminance_input = sky_lut_shader_program->get_input("light_illuminance");
  136. sky_lut_atmosphere_radii_input = sky_lut_shader_program->get_input("atmosphere_radii");
  137. sky_lut_observer_position_input = sky_lut_shader_program->get_input("observer_position");
  138. sky_lut_rayleigh_parameters_input = sky_lut_shader_program->get_input("rayleigh_parameters");
  139. sky_lut_mie_parameters_input = sky_lut_shader_program->get_input("mie_parameters");
  140. sky_lut_ozone_distribution_input = sky_lut_shader_program->get_input("ozone_distribution");
  141. sky_lut_ozone_absorption_input = sky_lut_shader_program->get_input("ozone_absorption");
  142. sky_lut_airglow_illuminance_input = sky_lut_shader_program->get_input("airglow_illuminance");
  143. sky_lut_resolution_input = sky_lut_shader_program->get_input("resolution");
  144. sky_lut_transmittance_lut_input = sky_lut_shader_program->get_input("transmittance_lut");
  145. sky_lut_transmittance_lut_resolution_input = sky_lut_shader_program->get_input("transmittance_lut_resolution");
  146. }
  147. sky_pass::~sky_pass()
  148. {
  149. delete sky_lut_framebuffer;
  150. delete sky_lut_texture;
  151. delete transmittance_lut_framebuffer;
  152. delete transmittance_lut_texture;
  153. delete quad_vao;
  154. delete quad_vbo;
  155. delete transmittance_shader_program;
  156. delete sky_lut_shader_program;
  157. /// @TODO
  158. // resource_maanger->unload("transmittance-lut.glsl");
  159. // resource_maanger->unload("sky-illuminance-lut.glsl");
  160. }
  161. void sky_pass::render(const render::context& ctx, render::queue& queue) const
  162. {
  163. glDisable(GL_BLEND);
  164. glDisable(GL_DEPTH_TEST);
  165. glDepthMask(GL_FALSE);
  166. glEnable(GL_CULL_FACE);
  167. glCullFace(GL_BACK);
  168. // Render transmittance LUT if transmittance parameters have been altered.
  169. if (render_transmittance_lut)
  170. {
  171. // Render transmittance LUT
  172. rasterizer->set_viewport(0, 0, transmittance_lut_texture->get_width(), transmittance_lut_texture->get_height());
  173. rasterizer->use_framebuffer(*transmittance_lut_framebuffer);
  174. rasterizer->use_program(*transmittance_shader_program);
  175. transmittance_atmosphere_radii_input->upload(atmosphere_radii);
  176. transmittance_rayleigh_parameters_input->upload(rayleigh_parameters);
  177. transmittance_mie_parameters_input->upload(mie_parameters);
  178. transmittance_ozone_distribution_input->upload(ozone_distribution);
  179. transmittance_ozone_absorption_input->upload(ozone_absorption);
  180. if (transmittance_resolution_input)
  181. transmittance_resolution_input->upload(transmittance_lut_resolution);
  182. rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
  183. // Don't render transmittance LUT next frame unless parameters have changed.
  184. render_transmittance_lut = false;
  185. }
  186. // Construct matrices
  187. const scene::camera& camera = *ctx.camera;
  188. float clip_near = camera.get_clip_near_tween().interpolate(ctx.alpha);
  189. float clip_far = camera.get_clip_far_tween().interpolate(ctx.alpha);
  190. float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f;
  191. float4x4 model = math::scale(math::matrix4<float>::identity(), model_scale);
  192. float4x4 view = float4x4(float3x3(ctx.view));
  193. float4x4 model_view = view * model;
  194. const float4x4& projection = ctx.projection;
  195. float4x4 view_projection = projection * view;
  196. float4x4 model_view_projection = projection * model_view;
  197. // Interpolate observer position
  198. float3 observer_position = observer_position_tween.interpolate(ctx.alpha);
  199. // Construct tweened ICRF to EUS transformation
  200. math::transformation::se3<float> icrf_to_eus =
  201. {
  202. icrf_to_eus_translation.interpolate(ctx.alpha),
  203. icrf_to_eus_rotation.interpolate(ctx.alpha)
  204. };
  205. // Get EUS direction to sun
  206. float3 sun_position = sun_position_tween.interpolate(ctx.alpha);
  207. float3 sun_direction = math::normalize(sun_position);
  208. // Interpolate and expose sun luminance and illuminance
  209. float3 sun_illuminance = sun_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure;
  210. float3 sun_luminance = sun_luminance_tween.interpolate(ctx.alpha) * ctx.exposure;
  211. float3 moon_position = moon_position_tween.interpolate(ctx.alpha);
  212. float3 moon_direction = math::normalize(moon_position);
  213. float3 moon_illuminance = moon_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure;
  214. float moon_angular_radius = moon_angular_radius_tween.interpolate(ctx.alpha) * magnification;
  215. float sun_y = color::aces::ap1<float>.luminance(sun_transmitted_illuminance);
  216. float moon_y = color::aces::ap1<float>.luminance(moon_transmitted_illuminance);
  217. float3 dominant_light_direction = (sun_y > moon_y) ? sun_direction : moon_direction;
  218. float3 dominant_light_illuminance = (sun_y > moon_y) ? sun_illuminance : moon_illuminance;
  219. if (moon_y > sun_y)
  220. sun_luminance *= 0.0f;
  221. // Render sky illuminance LUT
  222. auto sky_lut_viewport = sky_lut_framebuffer->get_dimensions();
  223. rasterizer->set_viewport(0, 0, std::get<0>(sky_lut_viewport), std::get<1>(sky_lut_viewport));
  224. rasterizer->use_framebuffer(*sky_lut_framebuffer);
  225. rasterizer->use_program(*sky_lut_shader_program);
  226. sky_lut_light_direction_input->upload(dominant_light_direction);
  227. sky_lut_light_illuminance_input->upload(dominant_light_illuminance);
  228. sky_lut_atmosphere_radii_input->upload(atmosphere_radii);
  229. sky_lut_observer_position_input->upload(observer_position);
  230. sky_lut_rayleigh_parameters_input->upload(rayleigh_parameters);
  231. sky_lut_mie_parameters_input->upload(mie_parameters);
  232. sky_lut_ozone_distribution_input->upload(ozone_distribution);
  233. sky_lut_ozone_absorption_input->upload(ozone_absorption);
  234. sky_lut_airglow_illuminance_input->upload(airglow_illuminance * ctx.exposure);
  235. if (sky_lut_resolution_input)
  236. sky_lut_resolution_input->upload(sky_lut_resolution);
  237. sky_lut_transmittance_lut_input->upload(transmittance_lut_texture);
  238. if (sky_lut_transmittance_lut_resolution_input)
  239. sky_lut_transmittance_lut_resolution_input->upload(transmittance_lut_resolution);
  240. rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6);
  241. rasterizer->use_framebuffer(*framebuffer);
  242. auto viewport = framebuffer->get_dimensions();
  243. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  244. float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
  245. // Draw atmosphere
  246. if (sky_model)
  247. {
  248. rasterizer->use_program(*sky_shader_program);
  249. // Upload shader parameters
  250. if (model_view_projection_input)
  251. model_view_projection_input->upload(model_view_projection);
  252. if (mouse_input)
  253. mouse_input->upload(mouse_position);
  254. if (resolution_input)
  255. resolution_input->upload(resolution);
  256. if (light_direction_input)
  257. light_direction_input->upload(dominant_light_direction);
  258. if (sun_luminance_input)
  259. sun_luminance_input->upload(sun_luminance);
  260. if (sun_angular_radius_input)
  261. sun_angular_radius_input->upload(sun_angular_radius * magnification);
  262. if (atmosphere_radii_input)
  263. atmosphere_radii_input->upload(atmosphere_radii);
  264. if (observer_position_input)
  265. observer_position_input->upload(observer_position);
  266. if (sky_illuminance_lut_input)
  267. sky_illuminance_lut_input->upload(sky_lut_texture);
  268. if (sky_illuminance_lut_resolution_input)
  269. sky_illuminance_lut_resolution_input->upload(sky_lut_resolution);
  270. sky_material->upload(ctx.alpha);
  271. rasterizer->draw_arrays(*sky_model_vao, sky_model_drawing_mode, sky_model_start_index, sky_model_index_count);
  272. }
  273. glEnable(GL_BLEND);
  274. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  275. //glBlendFunc(GL_ONE, GL_ONE);
  276. // Draw stars
  277. if (stars_model)
  278. {
  279. float star_distance = (clip_near + clip_far) * 0.5f;
  280. model = float4x4(float3x3(icrf_to_eus.r));
  281. model = math::scale(model, {star_distance, star_distance, star_distance});
  282. model_view = view * model;
  283. rasterizer->use_program(*star_shader_program);
  284. if (star_model_view_input)
  285. star_model_view_input->upload(model_view);
  286. if (star_projection_input)
  287. star_projection_input->upload(projection);
  288. if (star_distance_input)
  289. star_distance_input->upload(star_distance);
  290. if (star_exposure_input)
  291. star_exposure_input->upload(ctx.exposure);
  292. star_material->upload(ctx.alpha);
  293. rasterizer->draw_arrays(*stars_model_vao, stars_model_drawing_mode, stars_model_start_index, stars_model_index_count);
  294. }
  295. // Draw moon model
  296. //if (moon_position.y() >= -moon_angular_radius)
  297. {
  298. float moon_distance = (clip_near + clip_far) * 0.5f;
  299. float moon_radius = moon_angular_radius * moon_distance;
  300. math::transform<float> moon_transform;
  301. moon_transform.translation = math::normalize(moon_position) * moon_distance;
  302. moon_transform.rotation = moon_rotation_tween.interpolate(ctx.alpha);
  303. moon_transform.scale = {moon_radius, moon_radius, moon_radius};
  304. model = math::matrix_cast(moon_transform);
  305. float3x3 normal_model = math::transpose(math::inverse(float3x3(model)));
  306. rasterizer->use_program(*moon_shader_program);
  307. if (moon_model_input)
  308. moon_model_input->upload(model);
  309. if (moon_view_projection_input)
  310. moon_view_projection_input->upload(view_projection);
  311. if (moon_normal_model_input)
  312. moon_normal_model_input->upload(normal_model);
  313. if (moon_camera_position_input)
  314. moon_camera_position_input->upload(ctx.camera_transform.translation);
  315. if (moon_sunlight_direction_input)
  316. moon_sunlight_direction_input->upload(math::normalize(moon_sunlight_direction_tween.interpolate(ctx.alpha)));
  317. if (moon_sunlight_illuminance_input)
  318. moon_sunlight_illuminance_input->upload(moon_sunlight_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure);
  319. if (moon_planetlight_direction_input)
  320. moon_planetlight_direction_input->upload(math::normalize(moon_planetlight_direction_tween.interpolate(ctx.alpha)));
  321. if (moon_planetlight_illuminance_input)
  322. moon_planetlight_illuminance_input->upload(moon_planetlight_illuminance_tween.interpolate(ctx.alpha) * ctx.exposure);
  323. moon_material->upload(ctx.alpha);
  324. rasterizer->draw_arrays(*moon_model_vao, moon_model_drawing_mode, moon_model_start_index, moon_model_index_count);
  325. }
  326. }
  327. void sky_pass::set_sky_model(const model* model)
  328. {
  329. sky_model = model;
  330. if (sky_model)
  331. {
  332. sky_model_vao = model->get_vertex_array();
  333. const std::vector<model_group*>& groups = *model->get_groups();
  334. for (model_group* group: groups)
  335. {
  336. sky_material = group->get_material();
  337. sky_model_drawing_mode = group->get_drawing_mode();
  338. sky_model_start_index = group->get_start_index();
  339. sky_model_index_count = group->get_index_count();
  340. }
  341. if (sky_material)
  342. {
  343. sky_shader_program = sky_material->get_shader_program();
  344. if (sky_shader_program)
  345. {
  346. model_view_projection_input = sky_shader_program->get_input("model_view_projection");
  347. mouse_input = sky_shader_program->get_input("mouse");
  348. resolution_input = sky_shader_program->get_input("resolution");
  349. light_direction_input = sky_shader_program->get_input("light_direction");
  350. sun_luminance_input = sky_shader_program->get_input("sun_luminance");
  351. sun_angular_radius_input = sky_shader_program->get_input("sun_angular_radius");
  352. atmosphere_radii_input = sky_shader_program->get_input("atmosphere_radii");
  353. observer_position_input = sky_shader_program->get_input("observer_position");
  354. sky_illuminance_lut_input = sky_shader_program->get_input("sky_illuminance_lut");
  355. sky_illuminance_lut_resolution_input = sky_shader_program->get_input("sky_illuminance_lut_resolution");
  356. }
  357. }
  358. }
  359. else
  360. {
  361. sky_model_vao = nullptr;
  362. }
  363. }
  364. void sky_pass::set_moon_model(const model* model)
  365. {
  366. moon_model = model;
  367. if (moon_model)
  368. {
  369. moon_model_vao = model->get_vertex_array();
  370. const std::vector<model_group*>& groups = *model->get_groups();
  371. for (model_group* group: groups)
  372. {
  373. moon_material = group->get_material();
  374. moon_model_drawing_mode = group->get_drawing_mode();
  375. moon_model_start_index = group->get_start_index();
  376. moon_model_index_count = group->get_index_count();
  377. }
  378. if (moon_material)
  379. {
  380. moon_shader_program = moon_material->get_shader_program();
  381. if (moon_shader_program)
  382. {
  383. moon_model_input = moon_shader_program->get_input("model");
  384. moon_view_projection_input = moon_shader_program->get_input("view_projection");
  385. moon_normal_model_input = moon_shader_program->get_input("normal_model");
  386. moon_camera_position_input = moon_shader_program->get_input("camera_position");
  387. moon_sunlight_direction_input = moon_shader_program->get_input("sunlight_direction");
  388. moon_sunlight_illuminance_input = moon_shader_program->get_input("sunlight_illuminance");
  389. moon_planetlight_direction_input = moon_shader_program->get_input("planetlight_direction");
  390. moon_planetlight_illuminance_input = moon_shader_program->get_input("planetlight_illuminance");
  391. }
  392. }
  393. }
  394. else
  395. {
  396. moon_model = nullptr;
  397. }
  398. }
  399. void sky_pass::set_stars_model(const model* model)
  400. {
  401. stars_model = model;
  402. if (stars_model)
  403. {
  404. stars_model_vao = model->get_vertex_array();
  405. const std::vector<model_group*>& groups = *model->get_groups();
  406. for (model_group* group: groups)
  407. {
  408. star_material = group->get_material();
  409. stars_model_drawing_mode = group->get_drawing_mode();
  410. stars_model_start_index = group->get_start_index();
  411. stars_model_index_count = group->get_index_count();
  412. }
  413. if (star_material)
  414. {
  415. star_shader_program = star_material->get_shader_program();
  416. if (star_shader_program)
  417. {
  418. star_model_view_input = star_shader_program->get_input("model_view");
  419. star_projection_input = star_shader_program->get_input("projection");
  420. star_distance_input = star_shader_program->get_input("star_distance");
  421. star_exposure_input = star_shader_program->get_input("camera.exposure");
  422. }
  423. }
  424. }
  425. else
  426. {
  427. stars_model = nullptr;
  428. }
  429. }
  430. void sky_pass::update_tweens()
  431. {
  432. observer_position_tween.update();
  433. sun_position_tween.update();
  434. sun_luminance_tween.update();
  435. sun_illuminance_tween.update();
  436. icrf_to_eus_translation.update();
  437. icrf_to_eus_rotation.update();
  438. moon_position_tween.update();
  439. moon_rotation_tween.update();
  440. moon_angular_radius_tween.update();
  441. moon_sunlight_direction_tween.update();
  442. moon_sunlight_illuminance_tween.update();
  443. moon_planetlight_direction_tween.update();
  444. moon_planetlight_illuminance_tween.update();
  445. moon_illuminance_tween.update();
  446. }
  447. void sky_pass::set_magnification(float magnification)
  448. {
  449. this->magnification = magnification;
  450. }
  451. void sky_pass::set_icrf_to_eus(const math::transformation::se3<float>& transformation)
  452. {
  453. icrf_to_eus_translation[1] = transformation.t;
  454. icrf_to_eus_rotation[1] = transformation.r;
  455. }
  456. void sky_pass::set_sun_position(const float3& position)
  457. {
  458. sun_position_tween[1] = position;
  459. }
  460. void sky_pass::set_sun_illuminance(const float3& illuminance, const float3& transmitted_illuminance)
  461. {
  462. sun_illuminance_tween[1] = illuminance;
  463. sun_transmitted_illuminance = transmitted_illuminance;
  464. }
  465. void sky_pass::set_sun_luminance(const float3& luminance)
  466. {
  467. sun_luminance_tween[1] = luminance;
  468. }
  469. void sky_pass::set_sun_angular_radius(float radius)
  470. {
  471. sun_angular_radius = radius;
  472. }
  473. void sky_pass::set_planet_radius(float radius)
  474. {
  475. atmosphere_radii.x() = radius;
  476. atmosphere_radii.y() = atmosphere_radii.x() + atmosphere_upper_limit;
  477. atmosphere_radii.z() = atmosphere_radii.y() * atmosphere_radii.y();
  478. observer_position_tween[1] = {0.0f, atmosphere_radii.x() + observer_elevation, 0.0f};
  479. // Trigger transmittance LUT render
  480. render_transmittance_lut = true;
  481. }
  482. void sky_pass::set_atmosphere_upper_limit(float limit)
  483. {
  484. atmosphere_upper_limit = limit;
  485. atmosphere_radii.y() = atmosphere_radii.x() + atmosphere_upper_limit;
  486. atmosphere_radii.z() = atmosphere_radii.y() * atmosphere_radii.y();
  487. // Trigger transmittance LUT render
  488. render_transmittance_lut = true;
  489. }
  490. void sky_pass::set_observer_elevation(float elevation)
  491. {
  492. observer_elevation = elevation;
  493. observer_position_tween[1] = {0.0f, atmosphere_radii.x() + observer_elevation, 0.0f};
  494. }
  495. void sky_pass::set_rayleigh_parameters(float scale_height, const float3& scattering)
  496. {
  497. rayleigh_parameters =
  498. {
  499. -1.0f / scale_height,
  500. scattering.x(),
  501. scattering.y(),
  502. scattering.z()
  503. };
  504. // Trigger transmittance LUT render
  505. render_transmittance_lut = true;
  506. }
  507. void sky_pass::set_mie_parameters(float scale_height, float scattering, float extinction, float anisotropy)
  508. {
  509. mie_parameters =
  510. {
  511. -1.0f / scale_height,
  512. scattering,
  513. extinction,
  514. anisotropy
  515. };
  516. // Trigger transmittance LUT render
  517. render_transmittance_lut = true;
  518. }
  519. void sky_pass::set_ozone_parameters(float lower_limit, float upper_limit, float mode, const float3& absorption)
  520. {
  521. ozone_distribution =
  522. {
  523. 1.0f / (lower_limit - mode),
  524. 1.0f / (upper_limit - mode),
  525. mode
  526. };
  527. ozone_absorption = absorption;
  528. // Trigger transmittance LUT render
  529. render_transmittance_lut = true;
  530. }
  531. void sky_pass::set_airglow_illuminance(const float3& illuminance)
  532. {
  533. airglow_illuminance = illuminance;
  534. }
  535. void sky_pass::set_moon_position(const float3& position)
  536. {
  537. moon_position_tween[1] = position;
  538. }
  539. void sky_pass::set_moon_rotation(const math::quaternion<float>& rotation)
  540. {
  541. moon_rotation_tween[1] = rotation;
  542. }
  543. void sky_pass::set_moon_angular_radius(float angular_radius)
  544. {
  545. moon_angular_radius_tween[1] = angular_radius;
  546. }
  547. void sky_pass::set_moon_sunlight_direction(const float3& direction)
  548. {
  549. moon_sunlight_direction_tween[1] = direction;
  550. }
  551. void sky_pass::set_moon_sunlight_illuminance(const float3& illuminance)
  552. {
  553. moon_sunlight_illuminance_tween[1] = illuminance;
  554. }
  555. void sky_pass::set_moon_planetlight_direction(const float3& direction)
  556. {
  557. moon_planetlight_direction_tween[1] = direction;
  558. }
  559. void sky_pass::set_moon_planetlight_illuminance(const float3& illuminance)
  560. {
  561. moon_planetlight_illuminance_tween[1] = illuminance;
  562. }
  563. void sky_pass::set_moon_illuminance(const float3& illuminance, const float3& transmitted_illuminance)
  564. {
  565. moon_illuminance_tween[1] = illuminance;
  566. moon_transmitted_illuminance = transmitted_illuminance;
  567. }
  568. void sky_pass::set_transmittance_lut_resolution(std::uint16_t width, std::uint16_t height)
  569. {
  570. transmittance_lut_texture->resize(width, height, nullptr);
  571. transmittance_lut_framebuffer->resize({transmittance_lut_texture->get_width(), transmittance_lut_texture->get_height()});
  572. transmittance_lut_resolution = {static_cast<float>(width), static_cast<float>(height)};
  573. // Trigger transmittance LUT render
  574. render_transmittance_lut = true;
  575. }
  576. } // namespace render